Modelled on the transport hub, deliberately and closely: drones belong to a workshop rather than to the player, are provisioned when it is built, are never a production order, and are upgraded at a ship lab like any other vessel. Anything that already knows how hub transporters behave knows how these do, and Drone Bays raises the count at workshops already standing - the same shape as Freight Yards and Garrison Bays. What a repair COSTS is the one new idea. It is a share of the building's own price, in proportion to how much of its health is gone: levelling a crafter and rebuilding it costs its full price, and patching one up after a wave costs a fraction, the fraction being the damage. The ore is spent when a drone LEAVES, so two drones cannot be sent to the same wall and spend twice for one load of repair, and a building demolished in transit sends its load home rather than swallowing it. "Required resources are sent to the spacial workshop": the workshop asks hub logistics for the ore its outstanding repairs will need, exactly as a gas burner asks for gas, because building_logistics_deficit now takes the larger of the definition's static buffer and what the world actually demands. There is a ceiling on that, so one badly-mauled base cannot pull the whole bank into a single workshop and starve everything else. Worst first: the structure closest to coming down is the one a repair is worth most on. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
37 lines
1.3 KiB
GDScript
37 lines
1.3 KiB
GDScript
class_name VesselDefinitions
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extends RefCounted
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const ORDER: PackedStringArray = ["interceptor", "shield", "gas_bomber", "transporter", "carrier", "laser", "distorder", "repair_drone"]
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const DEFINITIONS: Dictionary = {
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"interceptor": preload("res://vessels/InterceptorVesselDefinition.tres"),
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"shield": preload("res://vessels/ShieldVesselDefinition.tres"),
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"gas_bomber": preload("res://vessels/GasBomberVesselDefinition.tres"),
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"transporter": preload("res://vessels/TransporterVesselDefinition.tres"),
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"carrier": preload("res://vessels/CarrierVesselDefinition.tres"),
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"laser": preload("res://vessels/LaserVesselDefinition.tres"),
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"distorder": preload("res://vessels/DistorderVesselDefinition.tres"),
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"repair_drone": preload("res://vessels/RepairDroneVesselDefinition.tres"),
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}
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static func get_definition(definition_id: String) -> Resource:
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return DEFINITIONS.get(definition_id)
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static func all() -> Array:
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var result: Array = []
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for definition_id in ORDER:
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result.append(DEFINITIONS[definition_id])
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return result
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static func fleet() -> Array:
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var result: Array = []
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for definition in all():
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if definition.fleet_eligible:
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result.append(definition)
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return result
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static func with_capability(capability: String) -> Resource:
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for definition in all():
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if definition.has_capability(capability):
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return definition
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return null
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